/*************************************************************************/
/*  visual_server_raster.h                                               */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#ifndef VISUAL_SERVER_RASTER_H
#define VISUAL_SERVER_RASTER_H


#include "servers/visual_server.h"
#include "servers/visual/rasterizer.h"
#include "allocators.h"
#include "octree.h"
#include "visual_server_global.h"
#include "visual_server_viewport.h"
#include "visual_server_canvas.h"
#include "visual_server_scene.h"
/**
	@author Juan Linietsky <reduzio@gmail.com>
*/




class VisualServerRaster : public VisualServer {


	enum {

		MAX_INSTANCE_CULL=8192,
		MAX_INSTANCE_LIGHTS=4,
		LIGHT_CACHE_DIRTY=-1,
		MAX_LIGHTS_CULLED=256,
		MAX_ROOM_CULL=32,
		MAX_EXTERIOR_PORTALS=128,
		MAX_LIGHT_SAMPLERS=256,
		INSTANCE_ROOMLESS_MASK=(1<<20)


	};

	int changes;
	bool draw_extra_frame;
	RID test_cube;


	#if 0
	struct Room {

		bool occlude_exterior;
		BSP_Tree bounds;
		Room() { occlude_exterior=true; }
	};


	BalloonAllocator<> octree_allocator;

	struct OctreeAllocator {

		static BalloonAllocator<> *allocator;

		_FORCE_INLINE_ static void *alloc(size_t p_size) { return allocator->alloc(p_size); }
		_FORCE_INLINE_ static void free(void *p_ptr) { return allocator->free(p_ptr); }

	};

	struct Portal {

		bool enabled;
		float disable_distance;
		Color disable_color;
		float connect_range;
		Vector<Point2> shape;
		Rect2 bounds;


		Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; }
	};

	struct BakedLight {

		Rasterizer::BakedLightData data;
		PoolVector<int> sampler;
		AABB octree_aabb;
		Size2i octree_tex_size;
		Size2i light_tex_size;

	};

	struct BakedLightSampler {

		float params[BAKED_LIGHT_SAMPLER_MAX];
		int resolution;
		Vector<Vector3> dp_cache;

		BakedLightSampler() {
			params[BAKED_LIGHT_SAMPLER_STRENGTH]=1.0;
			params[BAKED_LIGHT_SAMPLER_ATTENUATION]=1.0;
			params[BAKED_LIGHT_SAMPLER_RADIUS]=1.0;
			params[BAKED_LIGHT_SAMPLER_DETAIL_RATIO]=0.1;
			resolution=16;
		}
	};

	void _update_baked_light_sampler_dp_cache(BakedLightSampler * blsamp);
	struct Camera  {

		enum Type {
			PERSPECTIVE,
			ORTHOGONAL
		};
		Type type;
		float fov;
		float znear,zfar;
		float size;
		uint32_t visible_layers;
		bool vaspect;
		RID env;

		Transform transform;

		Camera() {

			visible_layers=0xFFFFFFFF;
			fov=60;
			type=PERSPECTIVE;
			znear=0.1; zfar=100;
			size=1.0;
			vaspect=false;

		}
	};


	struct Instance;
	typedef Set<Instance*,Comparator<Instance*>,OctreeAllocator> InstanceSet;
	struct Scenario;

	struct Instance {

		enum {

			MAX_LIGHTS=4
		};

		RID self;
		OctreeElementID octree_id;
		Scenario *scenario;
		bool update;
		bool update_aabb;
		bool update_materials;
		Instance *update_next;
		InstanceType base_type;

		RID base_rid;

		AABB aabb;
		AABB transformed_aabb;
		uint32_t object_ID;
		bool visible;
		bool visible_in_all_rooms;
		uint32_t layer_mask;
		float draw_range_begin;
		float draw_range_end;
		float extra_margin;



		Rasterizer::InstanceData data;


		Set<Instance*> auto_rooms;
		Set<Instance*> valid_auto_rooms;
		Instance *room;
		List<Instance*>::Element *RE;
		Instance *baked_light;
		List<Instance*>::Element *BLE;
		Instance *sampled_light;
		bool exterior;

		uint64_t last_render_pass;
		uint64_t last_frame_pass;

		uint64_t version; // changes to this, and changes to base increase version

		InstanceSet lights;
		bool light_cache_dirty;



		struct RoomInfo {

			Transform affine_inverse;
			Room *room;
			List<Instance*> owned_geometry_instances;
			List<Instance*> owned_portal_instances;
			List<Instance*> owned_room_instances;
			List<Instance*> owned_light_instances; //not used, but just for the sake of it
			Set<Instance*> disconnected_child_portals;
			Set<Instance*> owned_autoroom_geometry;
			uint64_t last_visited_pass;
			RoomInfo() { last_visited_pass=0; }

		};

		struct PortalInfo {

			Portal *portal;
			Set<Instance*> candidate_set;
			Instance *connected;
			uint64_t last_visited_pass;

			Plane plane_cache;
			Vector<Vector3> transformed_point_cache;


			PortalInfo() { connected=NULL; last_visited_pass=0;}
		};

		struct LightInfo {

			RID instance;
			int light_set_index;
			uint64_t last_version;
			uint64_t last_add_pass;
			List<RID>::Element *D; // directional light in scenario
			InstanceSet affected;
			bool enabled;
			float dtc; //distance to camera, used for sorting


			LightInfo() {

				D=NULL;
				light_set_index=-1;
				last_add_pass=0;
				enabled=true;
			}
		};

		struct BakedLightInfo {

			BakedLight *baked_light;
			Transform affine_inverse;
			List<Instance*> owned_instances;
		};

		struct BakedLightSamplerInfo {

			Set<Instance*> baked_lights;
			Set<Instance*> owned_instances;
			BakedLightSampler *sampler;
			int resolution;
			Vector<Color> light_bufer;
			RID sampled_light;
			uint64_t last_pass;
			Transform xform; // viewspace normal to lightspace, might not use one.
			BakedLightSamplerInfo() {
				sampler=NULL;
				last_pass=0;
				resolution=0;
			}
		};

		struct ParticlesInfo {

			RID instance;
		};


		RoomInfo *room_info;
		LightInfo *light_info;
		ParticlesInfo *particles_info;
		PortalInfo * portal_info;
		BakedLightInfo * baked_light_info;
		BakedLightSamplerInfo * baked_light_sampler_info;


		Instance() {
			octree_id=0;
			update_next=0;
			object_ID=0;
			last_render_pass=0;
			last_frame_pass=0;
			light_info=0;
			particles_info=0;
			update_next=NULL;
			update=false;
			visible=true;
			data.cast_shadows=SHADOW_CASTING_SETTING_ON;
			data.receive_shadows=true;
			data.depth_scale=false;
			data.billboard=false;
			data.billboard_y=false;
			data.baked_light=NULL;
			data.baked_light_octree_xform=NULL;
			data.baked_lightmap_id=-1;
			version=1;
			room_info=NULL;
			room=NULL;
			RE=NULL;
			portal_info=NULL;
			exterior=false;
			layer_mask=1;
			draw_range_begin=0;
			draw_range_end=0;
			extra_margin=0;
			visible_in_all_rooms=false;
			update_aabb=false;
			update_materials=false;

			baked_light=NULL;
			baked_light_info=NULL;
			baked_light_sampler_info=NULL;
			sampled_light=NULL;
			BLE=NULL;

			light_cache_dirty=true;

		}

		~Instance() {

			if (light_info)
				memdelete(light_info);
			if (particles_info)
				memdelete(particles_info);
			if (room_info)
				memdelete(room_info);
			if (portal_info)
				memdelete(portal_info);
			if (baked_light_info)
				memdelete(baked_light_info);
		};
	};

	struct _InstanceLightsort {

		bool operator()(const Instance* p_A, const Instance* p_B) const { return p_A->light_info->dtc < p_B->light_info->dtc; }
	};

	struct Scenario {


		ScenarioDebugMode debug;
		RID self;
		// well wtf, balloon allocator is slower?
		typedef ::Octree<Instance,true> Octree;

		Octree octree;

		List<RID> directional_lights;
		RID environment;
		RID fallback_environment;

		Instance *dirty_instances;

		Scenario() { dirty_instances=NULL; debug=SCENARIO_DEBUG_DISABLED; }
	};



	mutable RID_Owner<Rasterizer::CanvasItemMaterial> canvas_item_material_owner;



	struct Viewport {

		RID self;
		RID parent;

		VisualServer::ViewportRect rect;
		RID camera;
		RID scenario;
		RID viewport_data;

		RenderTargetUpdateMode render_target_update_mode;
		RID render_target;
		RID render_target_texture;

		Rect2 rt_to_screen_rect;

		bool hide_scenario;
		bool hide_canvas;
		bool transparent_bg;
		bool queue_capture;
		bool render_target_vflip;
		bool render_target_clear_on_new_frame;
		bool render_target_clear;
		bool disable_environment;

		Image capture;

		bool rendered_in_prev_frame;

		struct CanvasKey {

			int layer;
			RID canvas;
			bool operator<(const CanvasKey& p_canvas) const { if (layer==p_canvas.layer) return canvas < p_canvas.canvas; return layer<p_canvas.layer; }
			CanvasKey() { layer=0; }
			CanvasKey(const RID& p_canvas, int p_layer) { canvas=p_canvas; layer=p_layer; }
		};

		struct CanvasData {

			Canvas *canvas;
			Matrix32 transform;
			int layer;
		};

		Matrix32 global_transform;

		Map<RID,CanvasData> canvas_map;

		SelfList<Viewport> update_list;

		Viewport() : update_list(this) { transparent_bg=false; render_target_update_mode=RENDER_TARGET_UPDATE_WHEN_VISIBLE; queue_capture=false; rendered_in_prev_frame=false; render_target_vflip=false; render_target_clear_on_new_frame=true; render_target_clear=true; disable_environment=false; }
	};

	SelfList<Viewport>::List viewport_update_list;

	Map<RID,int> screen_viewports;

	struct CullRange {

		Plane nearp;
		float min,max;
		float z_near,z_far;

		void add_aabb(const AABB& p_aabb) {


		}
	};

	struct Cursor {

		Point2 pos;
		float rot;
		RID texture;
		Point2 center;
		bool visible;
		Rect2 region;
		Cursor() {

			rot = 0;
			visible = false;
			region = Rect2();
		};
	};

	Rect2 canvas_clip;
	Color clear_color;
	Cursor cursors[MAX_CURSORS];
	RID default_cursor_texture;

	static void* instance_pair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int);
	static void instance_unpair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int,void*);

	Instance *instance_cull_result[MAX_INSTANCE_CULL];
	Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
	Instance *light_cull_result[MAX_LIGHTS_CULLED];
	int light_cull_count;

	Instance *exterior_portal_cull_result[MAX_EXTERIOR_PORTALS];
	int exterior_portal_cull_count;
	bool exterior_visited;

	Instance *light_sampler_cull_result[MAX_LIGHT_SAMPLERS];
	int light_samplers_culled;

	Instance *room_cull_result[MAX_ROOM_CULL];
	int room_cull_count;
	bool room_cull_enabled;
	bool light_discard_enabled;
	bool shadows_enabled;
	int black_margin[4];
	RID black_image[4];

	Vector<Vector3> aabb_random_points;
	Vector<Vector3> transformed_aabb_random_points;

	void _instance_validate_autorooms(Instance *p_geometry);

	void _portal_disconnect(Instance *p_portal,bool p_cleanup=false);
	void _portal_attempt_connect(Instance *p_portal);
	void _dependency_queue_update(RID p_rid, bool p_update_aabb=false, bool p_update_materials=false);
	_FORCE_INLINE_ void _instance_queue_update(Instance *p_instance,bool p_update_aabb=false,bool p_update_materials=false);
	void _update_instances();
	void _update_instance_aabb(Instance *p_instance);
	void _update_instance(Instance *p_instance);
	void _free_attached_instances(RID p_rid,bool p_free_scenario=false);
	void _clean_up_owner(RID_OwnerBase *p_owner,String p_type);

	Instance *instance_update_list;

	//RID default_scenario;
	//RID default_viewport;

	RID test_cube;


	mutable RID_Owner<Room> room_owner;
	mutable RID_Owner<Portal> portal_owner;

	mutable RID_Owner<BakedLight> baked_light_owner;
	mutable RID_Owner<BakedLightSampler> baked_light_sampler_owner;

	mutable RID_Owner<Camera> camera_owner;
	mutable RID_Owner<Viewport> viewport_owner;

	mutable RID_Owner<Scenario> scenario_owner;
	mutable RID_Owner<Instance> instance_owner;

	mutable RID_Owner<Canvas> canvas_owner;
	mutable RID_Owner<CanvasItem> canvas_item_owner;

	Map< RID, Set<RID> > instance_dependency_map;
	Map< RID, Set<Instance*> > skeleton_dependency_map;


	ViewportRect viewport_rect;
	_FORCE_INLINE_ void _instance_draw(Instance *p_instance);

	bool _test_portal_cull(Camera *p_camera, Instance *p_portal_from, Instance *p_portal_to);
	void _cull_portal(Camera *p_camera, Instance *p_portal,Instance *p_from_portal);
	void _cull_room(Camera *p_camera, Instance *p_room,Instance *p_from_portal=NULL);
	void _process_sampled_light(const Transform &p_camera, Instance *p_sampled_light, bool p_linear_colorspace);

	void _render_no_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
	void _render_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
	static void _render_canvas_item_viewport(VisualServer* p_self,void *p_vp,const Rect2& p_rect);
	void _render_canvas_item_tree(CanvasItem *p_canvas_item, const Matrix32& p_transform, const Rect2& p_clip_rect, const Color &p_modulate, Rasterizer::CanvasLight *p_lights);
	void _render_canvas_item(CanvasItem *p_canvas_item, const Matrix32& p_transform, const Rect2& p_clip_rect, float p_opacity, int p_z, Rasterizer::CanvasItem **z_list, Rasterizer::CanvasItem **z_last_list, CanvasItem *p_canvas_clip, CanvasItem *p_material_owner);
	void _render_canvas(Canvas *p_canvas, const Matrix32 &p_transform, Rasterizer::CanvasLight *p_lights, Rasterizer::CanvasLight *p_masked_lights);
	void _light_mask_canvas_items(int p_z,Rasterizer::CanvasItem *p_canvas_item,Rasterizer::CanvasLight *p_masked_lights);

	Vector<Vector3> _camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
	Vector<Plane> _camera_generate_orthogonal_planes(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);

	void _light_instance_update_lispsm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
	void _light_instance_update_pssm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);

	void _light_instance_update_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);

	uint64_t render_pass;
	int changes;
	bool draw_extra_frame;

	void _draw_viewport_camera(Viewport *p_viewport, bool p_ignore_camera);
	void _draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_ofs_y,int p_parent_w,int p_parent_h);
	void _draw_viewports();
	void _draw_cursors_and_margins();


	Rasterizer *rasterizer;

#endif

public:

#define DISPLAY_CHANGED changes++;

#define BIND0R(m_r,m_name) m_r m_name() { return BINDBASE->m_name(); }
#define BIND1R(m_r,m_name,m_type1) m_r m_name(m_type1 arg1) { return BINDBASE->m_name(arg1); }
#define BIND1RC(m_r,m_name,m_type1) m_r m_name(m_type1 arg1) const { return BINDBASE->m_name(arg1); }
#define BIND2RC(m_r,m_name,m_type1,m_type2) m_r m_name(m_type1 arg1,m_type2 arg2) const { return BINDBASE->m_name(arg1,arg2); }
#define BIND3RC(m_r,m_name,m_type1,m_type2,m_type3) m_r m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3) const { return BINDBASE->m_name(arg1,arg2,arg3); }
#define BIND4RC(m_r,m_name,m_type1,m_type2,m_type3,m_type4) m_r m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4) const { return BINDBASE->m_name(arg1,arg2,arg3,arg4); }

#define BIND1(m_name,m_type1) void m_name(m_type1 arg1) { DISPLAY_CHANGED BINDBASE->m_name(arg1); }
#define BIND2(m_name,m_type1,m_type2) void m_name(m_type1 arg1,m_type2 arg2) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2); }
#define BIND2C(m_name,m_type1,m_type2) void m_name(m_type1 arg1,m_type2 arg2) const { BINDBASE->m_name(arg1,arg2); }
#define BIND3(m_name,m_type1,m_type2,m_type3) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3); }
#define BIND4(m_name,m_type1,m_type2,m_type3,m_type4) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4); }
#define BIND5(m_name,m_type1,m_type2,m_type3,m_type4,m_type5) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5); }
#define BIND6(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6); }
#define BIND7(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7); }
#define BIND8(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7,m_type8) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7,m_type8 arg8) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8); }
#define BIND9(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7,m_type8,m_type9) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7,m_type8 arg8,m_type9 arg9) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8,arg9); }
#define BIND10(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7,m_type8,m_type9,m_type10) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7,m_type8 arg8,m_type9 arg9,m_type10 arg10) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8,arg9,arg10); }

//from now on, calls forwarded to this singleton
#define BINDBASE VSG::storage

	/* TEXTURE API */


	BIND0R(RID,texture_create)
	BIND5(texture_allocate,RID,int,int,Image::Format,uint32_t)
	BIND3(texture_set_data,RID,const Image&,CubeMapSide)
	BIND2RC(Image,texture_get_data,RID,CubeMapSide)
	BIND2(texture_set_flags,RID,uint32_t)
	BIND1RC(uint32_t,texture_get_flags,RID)
	BIND1RC(Image::Format,texture_get_format,RID)
	BIND1RC(uint32_t,texture_get_width,RID)
	BIND1RC(uint32_t,texture_get_height,RID)
	BIND3(texture_set_size_override,RID,int,int)
	BIND2RC(RID,texture_create_radiance_cubemap,RID,int)



	BIND2(texture_set_path,RID,const String&)
	BIND1RC(String,texture_get_path,RID)
	BIND1(texture_set_shrink_all_x2_on_set_data,bool)
	BIND1(texture_debug_usage,List<TextureInfo>*)

	BIND1(textures_keep_original,bool)

	/* SKYBOX API */

	BIND0R(RID,skybox_create)
	BIND3(skybox_set_texture,RID,RID,int)

	/* SHADER API */

	BIND1R(RID,shader_create,ShaderMode)


	BIND2(shader_set_mode,RID,ShaderMode)
	BIND1RC(ShaderMode,shader_get_mode,RID)

	BIND2(shader_set_code,RID,const String&)
	BIND1RC(String,shader_get_code,RID)

	BIND2C(shader_get_param_list,RID, List<PropertyInfo> *)

	BIND3(shader_set_default_texture_param,RID,const StringName&,RID)
	BIND2RC(RID,shader_get_default_texture_param,RID,const StringName&)


	/* COMMON MATERIAL API */

	BIND0R(RID,material_create)

	BIND2(material_set_shader,RID,RID)
	BIND1RC(RID,material_get_shader,RID)

	BIND3(material_set_param,RID, const StringName&, const Variant& )
	BIND2RC(Variant,material_get_param,RID, const StringName& )

	BIND2(material_set_line_width,RID, float )



	/* MESH API */

	BIND0R(RID,mesh_create)

	BIND10(mesh_add_surface,RID,uint32_t,PrimitiveType,const PoolVector<uint8_t>&,int ,const PoolVector<uint8_t>& ,int ,const AABB&,const Vector<PoolVector<uint8_t> >&,const Vector<AABB>& )

	BIND2(mesh_set_morph_target_count,RID,int)
	BIND1RC(int,mesh_get_morph_target_count,RID)


	BIND2(mesh_set_morph_target_mode,RID,MorphTargetMode)
	BIND1RC(MorphTargetMode, mesh_get_morph_target_mode,RID )

	BIND3(mesh_surface_set_material,RID, int , RID )
	BIND2RC(RID,mesh_surface_get_material,RID, int )

	BIND2RC(int,mesh_surface_get_array_len,RID,int)
	BIND2RC(int,mesh_surface_get_array_index_len,RID,int)

	BIND2RC(PoolVector<uint8_t>,mesh_surface_get_array,RID,int)
	BIND2RC(PoolVector<uint8_t>,mesh_surface_get_index_array,RID, int)

	BIND2RC(uint32_t,mesh_surface_get_format,RID,int)
	BIND2RC(PrimitiveType,mesh_surface_get_primitive_type,RID,int)

	BIND2RC(AABB,mesh_surface_get_aabb,RID,int)
	BIND2RC(Vector<PoolVector<uint8_t> >,mesh_surface_get_blend_shapes,RID,int)
	BIND2RC(Vector<AABB>,mesh_surface_get_skeleton_aabb,RID,int)

	BIND2(mesh_remove_surface,RID,int)
	BIND1RC(int,mesh_get_surface_count,RID)

	BIND2(mesh_set_custom_aabb,RID,const AABB&)
	BIND1RC(AABB,mesh_get_custom_aabb,RID)

	BIND1(mesh_clear,RID)

	/* MULTIMESH API */


	BIND0R(RID,multimesh_create)

	BIND4(multimesh_allocate,RID,int,MultimeshTransformFormat,MultimeshColorFormat)
	BIND1RC(int,multimesh_get_instance_count,RID)

	BIND2(multimesh_set_mesh,RID,RID)
	BIND3(multimesh_instance_set_transform,RID,int,const Transform&)
	BIND3(multimesh_instance_set_transform_2d,RID,int,const Matrix32& )
	BIND3(multimesh_instance_set_color,RID,int,const Color&)

	BIND1RC(RID,multimesh_get_mesh,RID)
	BIND1RC(AABB,multimesh_get_aabb,RID)

	BIND2RC(Transform,multimesh_instance_get_transform,RID,int )
	BIND2RC(Matrix32,multimesh_instance_get_transform_2d,RID,int)
	BIND2RC(Color,multimesh_instance_get_color,RID,int)

	BIND2(multimesh_set_visible_instances,RID,int)
	BIND1RC(int,multimesh_get_visible_instances,RID)


	/* IMMEDIATE API */

	BIND0R(RID,immediate_create)
	BIND3(immediate_begin,RID,PrimitiveType,RID)
	BIND2(immediate_vertex,RID,const Vector3&)
	BIND2(immediate_normal,RID,const Vector3&)
	BIND2(immediate_tangent,RID,const Plane&)
	BIND2(immediate_color,RID,const Color&)
	BIND2(immediate_uv,RID,const Vector2& )
	BIND2(immediate_uv2,RID,const Vector2&)
	BIND1(immediate_end,RID)
	BIND1(immediate_clear,RID)
	BIND2(immediate_set_material,RID ,RID )
	BIND1RC(RID,immediate_get_material,RID)

	/* SKELETON API */

	BIND0R(RID,skeleton_create)
	BIND3(skeleton_allocate,RID,int,bool)
	BIND1RC(int,skeleton_get_bone_count,RID)
	BIND3(skeleton_bone_set_transform,RID,int,const Transform&)
	BIND2RC(Transform,skeleton_bone_get_transform,RID,int)
	BIND3(skeleton_bone_set_transform_2d,RID,int, const Matrix32& )
	BIND2RC(Matrix32,skeleton_bone_get_transform_2d,RID,int)

	/* Light API */

	BIND1R(RID,light_create,LightType)

	BIND2(light_set_color,RID,const Color&)
	BIND3(light_set_param,RID ,LightParam ,float )
	BIND2(light_set_shadow,RID ,bool )
	BIND2(light_set_shadow_color,RID ,const Color& )
	BIND2(light_set_projector,RID,RID )
	BIND2(light_set_negative,RID,bool )
	BIND2(light_set_cull_mask,RID ,uint32_t )

	BIND2(light_omni_set_shadow_mode,RID,LightOmniShadowMode)
	BIND2(light_omni_set_shadow_detail,RID,LightOmniShadowDetail)

	BIND2(light_directional_set_shadow_mode,RID,LightDirectionalShadowMode)
	BIND2(light_directional_set_blend_splits,RID,bool)

	/* PROBE API */

	BIND0R(RID,reflection_probe_create)

	BIND2(reflection_probe_set_update_mode,RID, ReflectionProbeUpdateMode )
	BIND2(reflection_probe_set_intensity,RID, float )
	BIND2(reflection_probe_set_interior_ambient,RID, const Color& )
	BIND2(reflection_probe_set_interior_ambient_energy,RID, float )
	BIND2(reflection_probe_set_interior_ambient_probe_contribution,RID, float )
	BIND2(reflection_probe_set_max_distance,RID, float )
	BIND2(reflection_probe_set_extents,RID, const Vector3& )
	BIND2(reflection_probe_set_origin_offset,RID, const Vector3& )
	BIND2(reflection_probe_set_as_interior,RID, bool )
	BIND2(reflection_probe_set_enable_box_projection,RID, bool )
	BIND2(reflection_probe_set_enable_shadows,RID, bool )
	BIND2(reflection_probe_set_cull_mask,RID, uint32_t )

	/* ROOM API */

	BIND0R(RID,room_create)
	BIND4(room_add_bounds,RID, const PoolVector<Vector2>& ,float ,const Transform& )
	BIND1(room_clear_bounds,RID)

	/* PORTAL API */

	// portals are only (x/y) points, forming a convex shape, which its clockwise
	// order points outside. (z is 0);

	BIND0R(RID,portal_create)
	BIND2(portal_set_shape,RID , const Vector<Point2>& )
	BIND2(portal_set_enabled,RID , bool )
	BIND2(portal_set_disable_distance,RID , float )
	BIND2(portal_set_disabled_color,RID , const Color& )

	/* BAKED LIGHT API */

	BIND0R(RID, gi_probe_create)

	BIND2(gi_probe_set_bounds,RID,const AABB&)
	BIND1RC(AABB,gi_probe_get_bounds,RID)

	BIND2(gi_probe_set_cell_size,RID,float)
	BIND1RC(float,gi_probe_get_cell_size,RID)

	BIND2(gi_probe_set_to_cell_xform,RID,const Transform&)
	BIND1RC(Transform,gi_probe_get_to_cell_xform,RID)

	BIND2(gi_probe_set_dynamic_range,RID,int)
	BIND1RC(int,gi_probe_get_dynamic_range,RID)

	BIND2(gi_probe_set_energy,RID,float)
	BIND1RC(float,gi_probe_get_energy,RID)

	BIND2(gi_probe_set_interior,RID,bool)
	BIND1RC(bool,gi_probe_is_interior,RID)

	BIND2(gi_probe_set_compress,RID,bool)
	BIND1RC(bool,gi_probe_is_compressed,RID)

	BIND2(gi_probe_set_dynamic_data,RID,const PoolVector<int>& )
	BIND1RC( PoolVector<int>,gi_probe_get_dynamic_data,RID)

	/* PARTICLES */

	BIND0R(RID, particles_create)

	BIND2(particles_set_emitting,RID,bool)
	BIND2(particles_set_amount,RID,int )
	BIND2(particles_set_lifetime,RID,float )
	BIND2(particles_set_pre_process_time,RID,float )
	BIND2(particles_set_explosiveness_ratio,RID,float )
	BIND2(particles_set_randomness_ratio,RID,float )
	BIND2(particles_set_custom_aabb,RID,const AABB& )
	BIND2(particles_set_gravity,RID,const Vector3& )
	BIND2(particles_set_use_local_coordinates,RID,bool )
	BIND2(particles_set_process_material,RID,RID )

	BIND2(particles_set_emission_shape,RID,VS::ParticlesEmissionShape )
	BIND2(particles_set_emission_sphere_radius,RID,float )
	BIND2(particles_set_emission_box_extents,RID,const Vector3& )
	BIND2(particles_set_emission_points,RID,const PoolVector<Vector3>& )


	BIND2(particles_set_draw_order,RID,VS::ParticlesDrawOrder )

	BIND2(particles_set_draw_passes,RID,int )
	BIND3(particles_set_draw_pass_material,RID,int , RID )
	BIND3(particles_set_draw_pass_mesh,RID,int , RID )

	BIND1R(AABB,particles_get_current_aabb,RID);


#undef BINDBASE
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::scene

	/* CAMERA API */


	BIND0R(RID, camera_create)
	BIND4(camera_set_perspective,RID,float, float , float )
	BIND4(camera_set_orthogonal,RID,float , float , float )
	BIND2(camera_set_transform,RID,const Transform&)
	BIND2(camera_set_cull_mask,RID,uint32_t )
	BIND2(camera_set_environment,RID ,RID )
	BIND2(camera_set_use_vertical_aspect,RID,bool)

#undef BINDBASE
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::viewport

	/* VIEWPORT TARGET API */

	BIND0R(RID,viewport_create)

	BIND3(viewport_set_size,RID,int ,int )

	BIND2(viewport_set_active,RID ,bool )
	BIND2(viewport_set_parent_viewport,RID,RID)

	BIND2(viewport_set_clear_mode,RID,ViewportClearMode )

	BIND3(viewport_attach_to_screen,RID ,const Rect2& ,int )
	BIND1(viewport_detach,RID)

	BIND2(viewport_set_update_mode,RID,ViewportUpdateMode )
	BIND2(viewport_set_vflip,RID,bool)


	BIND1RC(RID,viewport_get_texture,RID )

	BIND2(viewport_set_hide_scenario,RID,bool )
	BIND2(viewport_set_hide_canvas,RID,bool )
	BIND2(viewport_set_disable_environment,RID,bool )
	BIND2(viewport_set_disable_3d,RID,bool )

	BIND2(viewport_attach_camera,RID,RID )
	BIND2(viewport_set_scenario,RID,RID )
	BIND2(viewport_attach_canvas,RID,RID )

	BIND2(viewport_remove_canvas,RID,RID )
	BIND3(viewport_set_canvas_transform,RID ,RID ,const Matrix32& )
	BIND2(viewport_set_transparent_background,RID ,bool )

	BIND2(viewport_set_global_canvas_transform,RID,const Matrix32& )
	BIND3(viewport_set_canvas_layer,RID ,RID ,int )
	BIND2(viewport_set_shadow_atlas_size,RID ,int )
	BIND3(viewport_set_shadow_atlas_quadrant_subdivision,RID ,int, int )
	BIND2(viewport_set_msaa,RID ,ViewportMSAA )
	BIND2(viewport_set_hdr,RID ,bool )


	/* ENVIRONMENT API */

#undef BINDBASE
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::scene_render

	BIND0R(RID,environment_create)

	BIND2(environment_set_background,RID ,EnvironmentBG )
	BIND2(environment_set_skybox,RID,RID )
	BIND2(environment_set_skybox_scale,RID,float)
	BIND2(environment_set_bg_color,RID,const Color& )
	BIND2(environment_set_bg_energy,RID,float )
	BIND2(environment_set_canvas_max_layer,RID,int )
	BIND4(environment_set_ambient_light,RID,const Color& ,float,float )
	BIND8(environment_set_ssr,RID,bool,int,float,float,float,bool,bool )
	BIND10(environment_set_ssao,RID ,bool , float , float , float,float,float , float ,const Color &,bool )



	BIND6(environment_set_dof_blur_near,RID,bool ,float,float,float,EnvironmentDOFBlurQuality)
	BIND6(environment_set_dof_blur_far,RID,bool ,float,float,float,EnvironmentDOFBlurQuality)
	BIND10(environment_set_glow,RID,bool ,int ,float ,float ,float ,EnvironmentGlowBlendMode,float,float,bool )
	BIND5(environment_set_fog,RID,bool ,float ,float ,RID )

	BIND9(environment_set_tonemap,RID,EnvironmentToneMapper, float ,float ,bool, float ,float ,float,float  )

	BIND6(environment_set_adjustment,RID,bool ,float ,float ,float ,RID )


	/* SCENARIO API */


#undef BINDBASE
#define BINDBASE VSG::scene

	BIND0R(RID,scenario_create)

	BIND2(scenario_set_debug,RID,ScenarioDebugMode )
	BIND2(scenario_set_environment,RID, RID )
	BIND3(scenario_set_reflection_atlas_size,RID, int,int )
	BIND2(scenario_set_fallback_environment,RID, RID )


	/* INSTANCING API */
 // from can be mesh, light,  area and portal so far.
	BIND0R(RID,instance_create)

	BIND2(instance_set_base,RID, RID ) // from can be mesh, light, poly, area and portal so far.
	BIND2(instance_set_scenario,RID, RID ) // from can be mesh, light, poly, area and portal so far.
	BIND2(instance_set_layer_mask,RID, uint32_t )
	BIND2(instance_set_transform,RID, const Transform& )
	BIND2(instance_attach_object_instance_ID,RID,ObjectID )
	BIND3(instance_set_morph_target_weight,RID,int , float )
	BIND3(instance_set_surface_material,RID,int , RID )
	BIND2(instance_set_visible,RID ,bool)


	BIND2(instance_attach_skeleton,RID,RID )
	BIND2(instance_set_exterior, RID, bool  )
	BIND2(instance_set_room, RID, RID  )

	BIND2(instance_set_extra_visibility_margin, RID, real_t  )

	// don't use these in a game!
	BIND2RC(Vector<ObjectID>,instances_cull_aabb,const AABB& , RID)
	BIND3RC(Vector<ObjectID>,instances_cull_ray,const Vector3& , const Vector3& , RID )
	BIND2RC(Vector<ObjectID>,instances_cull_convex,const Vector<Plane>& , RID)


	BIND3(instance_geometry_set_flag,RID,InstanceFlags ,bool )
	BIND2(instance_geometry_set_cast_shadows_setting,RID, ShadowCastingSetting )
	BIND2(instance_geometry_set_material_override,RID, RID )


	BIND5(instance_geometry_set_draw_range,RID,float ,float ,float ,float )
	BIND2(instance_geometry_set_as_instance_lod,RID,RID )

#undef BINDBASE
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::canvas

	/* CANVAS (2D) */

	BIND0R(RID,canvas_create)
	BIND3(canvas_set_item_mirroring,RID ,RID ,const Point2& )
	BIND2(canvas_set_modulate,RID,const Color&)


	BIND0R(RID,canvas_item_create)
	BIND2(canvas_item_set_parent,RID ,RID)

	BIND2(canvas_item_set_visible,RID,bool )
	BIND2(canvas_item_set_light_mask,RID,int )

	BIND2(canvas_item_set_transform,RID, const Matrix32& )
	BIND2(canvas_item_set_clip,RID, bool )
	BIND2(canvas_item_set_distance_field_mode,RID, bool )
	BIND3(canvas_item_set_custom_rect,RID, bool ,const Rect2& )
	BIND2(canvas_item_set_modulate,RID, const Color& )
	BIND2(canvas_item_set_self_modulate,RID, const Color& )

	BIND2(canvas_item_set_draw_behind_parent,RID, bool )


	BIND6(canvas_item_add_line,RID, const Point2& , const Point2& ,const Color& ,float ,bool )
	BIND3(canvas_item_add_rect,RID, const Rect2& , const Color& )
	BIND4(canvas_item_add_circle,RID, const Point2& , float ,const Color& )
	BIND6(canvas_item_add_texture_rect,RID, const Rect2& , RID ,bool ,const Color& ,bool )
	BIND6(canvas_item_add_texture_rect_region,RID, const Rect2& , RID ,const Rect2& ,const Color& ,bool )
	BIND10(canvas_item_add_nine_patch,RID, const Rect2& , const Rect2& , RID ,const Vector2& , const Vector2& ,NinePatchAxisMode , NinePatchAxisMode,bool ,const Color& )
	BIND6(canvas_item_add_primitive,RID, const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID ,float )
	BIND5(canvas_item_add_polygon,RID, const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID )
	BIND7(canvas_item_add_triangle_array,RID, const Vector<int>& , const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID , int)
	BIND3(canvas_item_add_mesh,RID, const RID& ,RID )
	BIND3(canvas_item_add_multimesh,RID, RID ,RID )
	BIND2(canvas_item_add_set_transform,RID,const Matrix32& )
	BIND2(canvas_item_add_clip_ignore,RID, bool )
	BIND2(canvas_item_set_sort_children_by_y,RID, bool )
	BIND2(canvas_item_set_z,RID, int )
	BIND2(canvas_item_set_z_as_relative_to_parent,RID, bool )
	BIND3(canvas_item_set_copy_to_backbuffer,RID, bool ,const Rect2& )

	BIND1(canvas_item_clear,RID )
	BIND2(canvas_item_set_draw_index,RID,int)

	BIND2(canvas_item_set_material,RID, RID )

	BIND2(canvas_item_set_use_parent_material,RID, bool )


	BIND0R(RID,canvas_light_create)
	BIND2(canvas_light_attach_to_canvas,RID,RID )
	BIND2(canvas_light_set_enabled,RID, bool )
	BIND2(canvas_light_set_scale,RID, float )
	BIND2(canvas_light_set_transform,RID, const Matrix32& )
	BIND2(canvas_light_set_texture,RID, RID )
	BIND2(canvas_light_set_texture_offset,RID, const Vector2& )
	BIND2(canvas_light_set_color,RID, const Color& )
	BIND2(canvas_light_set_height,RID, float )
	BIND2(canvas_light_set_energy,RID, float )
	BIND3(canvas_light_set_z_range,RID, int ,int )
	BIND3(canvas_light_set_layer_range,RID, int ,int )
	BIND2(canvas_light_set_item_cull_mask,RID, int )
	BIND2(canvas_light_set_item_shadow_cull_mask,RID, int )

	BIND2(canvas_light_set_mode,RID, CanvasLightMode )

	BIND2(canvas_light_set_shadow_enabled,RID, bool )
	BIND2(canvas_light_set_shadow_buffer_size,RID, int )
	BIND2(canvas_light_set_shadow_gradient_length,RID, float )
	BIND2(canvas_light_set_shadow_filter,RID, CanvasLightShadowFilter )
	BIND2(canvas_light_set_shadow_color,RID, const Color& )



	BIND0R(RID,canvas_light_occluder_create)
	BIND2(canvas_light_occluder_attach_to_canvas,RID,RID )
	BIND2(canvas_light_occluder_set_enabled,RID,bool )
	BIND2(canvas_light_occluder_set_polygon,RID,RID )
	BIND2(canvas_light_occluder_set_transform,RID,const Matrix32& )
	BIND2(canvas_light_occluder_set_light_mask,RID,int )


	BIND0R(RID,canvas_occluder_polygon_create)
	BIND3(canvas_occluder_polygon_set_shape,RID,const PoolVector<Vector2>& ,bool)
	BIND2(canvas_occluder_polygon_set_shape_as_lines,RID ,const PoolVector<Vector2>&)


	BIND2(canvas_occluder_polygon_set_cull_mode,RID,CanvasOccluderPolygonCullMode)


	/* CURSOR */
	virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0); // radians
	virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset = Point2(0, 0), int p_cursor=0, const Rect2 &p_region=Rect2());
	virtual void cursor_set_visible(bool p_visible, int p_cursor = 0);
	virtual void cursor_set_pos(const Point2& p_pos, int p_cursor = 0);

	/* BLACK BARS */


	virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom);
	virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom);


	/* FREE */

	virtual void free( RID p_rid ); ///< free RIDs associated with the visual server

	/* EVENT QUEUING */

	virtual void draw();
	virtual void sync();
	virtual bool has_changed() const;
	virtual void init();
	virtual void finish();

	/* STATUS INFORMATION */


	virtual int get_render_info(RenderInfo p_info);

	virtual RID get_test_cube();


	/* TESTING */

	virtual void set_boot_image(const Image& p_image, const Color& p_color,bool p_scale);
	virtual void set_default_clear_color(const Color& p_color);

	virtual bool has_feature(Features p_feature) const;


	VisualServerRaster();
	~VisualServerRaster();

#undef DISPLAY_CHANGED

#undef BIND0R
#undef BIND1RC
#undef BIND2RC
#undef BIND3RC
#undef BIND4RC

#undef BIND1
#undef BIND2
#undef BIND3
#undef BIND4
#undef BIND5
#undef BIND6
#undef BIND7
#undef BIND8
#undef BIND9
#undef BIND10

};

#endif
